For a video game developer, getting out and walking is not a big job requirement, but a necessity to expose yourself. For over a year, my team and I have been working day and night to put together our favorite things: games, pirates and battle! We worked our way through endless lines of code, hours of modeling, animating models and, of course, debugging until we finally thought it was time to show the world. So with our game – Jolly Rogers: Pirates Rumble in hand, I embarked on an adventure to show the world, and within two weeks I got the opportunity to participate in some of the biggest events in the video game industry – Gamescom and PAX West!
My first stop was Cologne, Germany to participate in Gamescom 2018. One thing I never thought would be a requirement in the video game business was running, running and standing! As one of the largest gaming congresses in Europe and the world, more than 275,000 people attend the event each year. From the moment I got off the train, I was immediately blown away by the huge setup and audience made up of people of all genres – players, developers and cosplayers, all of whom came together for a unique experience!
The big event went as far as the eye could see. Various game tournaments were held everywhere. The adrenaline rush when you watch the professional players play your favorite games is a different kind of feeling that I can’t really express in words. A walk through the section showing the retro consoles was almost like a walk through the very time, the nostalgia of fumbling around with these consoles brought back more than a few of the fond memories of my early career in the industry.
With the positive reactions and amplification I received at Gamescom, I was very excited to make my way to Seattle to see PAX, Penny Arcade Expo. The massive jet lag I experienced was immediately blown away when I reached the arena and saw the crowd. With over 40,000 people, mainly players and their families, PAX was a unique experience for me. There were a large number of indie games shown throughout the event and the reaction from the crowd was overwhelming. We will definitely try to present our games in the upcoming PAX events. The exhibition hall was full of exhibitors, from AAA publishers and developers to other indie teams. The camaraderie that was shared between the players and the creators was incredible.
The number of tournaments taking place here has been countless across all genres, from board games to switching! My inner fan boy came out when I realized I was able to watch some Twitch streamers I follow. When my plane took off from the tarmac, I couldn’t shake this feeling that Gamescom and PAX had finished in 2018, my journey with them and JRPR was just beginning.
This is my unfinished stint with Steam integration of our Jolly Rogers: Pirates Rumble (JRPR in-short).
Summary by Jolly Rogers: Pirates Rumble – JRPR is a couch co-op multiplayer game that our studio Aavega Interactive has been working on for a year. We’ve developed the Unity project and are aiming for project release on PC, Xbox and Nintendo Switch in the coming months.
A few of us have been working on Steam integration by Jolly Rogers: Pirates Rumble for a few weeks now. During the project we had to buy and integrate plugins for Unity. One of the plugins we use is Text Mesh Pro in some areas of the stylized text user interface, and as it happens, it decided to throw some bugs while I made a build to upload to Steam. After a quick search of the forums, I had to downgrade the Unity version and do a clean re-import of the plugin. One of the many other bumps we have faced so far.
One of the other tasks assigned to me was the integration of Steam results. Apparently (to my dismay) there was no way to test Steam results without releasing the title of Closed Beta. Once the build is closed for beta, we’ll have to wait a few days for the Steam keys to test the results. Our team wanted to record a gameplay trailer for promotions, and to my horror, the released build refused to run after the integration of Steamworks SDK.